str8g8 on 22/11/2005 at 09:43
Quote:
3ds max doesn't show the transparency.
Yes, I have noticed discrepencies between how a meterial is rendered in max, how it is rendered in the editor, and how it is rendered in-game. Which leads me to the question, have you tried these in-game yet?
ascottk on 22/11/2005 at 17:34
Quote Posted by str8g8
Yes, I have noticed discrepencies between how a meterial is rendered in max, how it is rendered in the editor, and how it is rendered in-game. Which leads me to the question, have you tried these in-game yet?
I did & I don't think it matters whether or not a spec mask is used (actually depends on the mask I think). The results are hardly noticable but it does tone down the way the textures are lighted. Currently I'm adding generic speculars (without masks) to the OM matlibs to make the stone & wood textures look less like plastic & add a little sheen to metal & marble.
So far I use:
* GENspec01_S (well I'm trying to find a good use for this)
* GENspec02_S & 04 - glossy metallic or marble
* GENspec03_S & - rusty material (dark but glossy)
* GENspec05_S - stone & wood
There's also specular03.dds (with specularmap.dds) which was used for armor.
There was actually a positive result with a stone market stone texture with a genspec & a mask & it looked great. I'll have to experiment more to see if a black & white mask is better than a grayscale mask.